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I am currently creating a character for 3d printing, but when I try to join to intersecting parts with boolean modifier, strange patterns appear over the targeted mesh. The patterns shift around and glitch when navigating the viewport, and nothing changes when the modifier is applied (it doesn't seem to actually unify the mesh either)

(Modifier on cloak, targeting body)

enter image description here

(Modifier on body, targeting cloak)

enter image description here

It is not just these two meshes, it happens with any two intersecting meshes on this model.

Note that all of the meshes are manifold and have similar mesh resolution.

The only other post on this issue I found was a similar unanswered question from 8 months ago on here - Boolean union not working properly

This is my first time creating a character for this purpose, so any help with how to fix this or alternatives would be appreciated. :)

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  • $\begingroup$ It's possible you might be experiencing Z-Fighting with your mesh. From your description and images it looks like that could be your problem. (Rough information on what Z-Fighting is and why it occurs en.wikipedia.org/wiki/Z-fighting) $\endgroup$
    – Zack
    Feb 8, 2023 at 8:35
  • $\begingroup$ @Zack Thank you so much, It turns it was z-fighting, but after trying to fix it, I realised I had made a really simple mistake, and the reason the z-fighting happened was because I hadn't hid the target mesh. I thought that the modifier acted more like the join command than the other boolean operations so I was rendering two copies on top of each other. :/ $\endgroup$
    – Anonymous
    Feb 11, 2023 at 2:48

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Turns out the solution is just to hide the original instance of the target mesh on the modifier :) The boolean modifier doesn't join the two meshes, so one object is rendered twice and causes Z-fighting.

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